Frank Horrigan (5e Fallout Supplement)

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Frank Horrigan[edit]

Huge humanoid (Mutant, Legendary), chaotic evil


Armor Class 25 All (X-01 Power Armor grafts)
Hit Points 544 (33d12 + 330)
Speed 40 ft.


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 10 (+0) 11 (+0) 11 (+0)

Saving Throws Int +9, Wis +9, Cha +9
Skills Intimidation +5
Damage Resistances Energy
Damage Immunities Radiation
Condition Immunities charmed, frightened, paralyzed, poisoned
Senses blindsight 120 ft., passive Perception 10
Languages
Challenge 30 (155,000 XP)


Legendary Resistance (3/Day). If Horrigan fails a saving throw, he can choose to succeed instead.

Brutal. Horrigan’s attacks count as critical hits on any roll above a 17.

Siege Monster. Horrigan deals double damage to objects and structures.

Powered. Horrigan counts as a construct for the sake of Pulse and Burning weaponry.

ACTIONS

Multiattack. Frank Horrigan can use his Frightful Presence, then make five attacks: three with his End Boss Knife and 2 with his End Boss Plasma Gun.

End Boss Knife. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 62 (8d12 + 10) melee damage. This is dropped on death, but is unusable for Medium or smaller creatures

End Boss Plasma Cannon. Ranged Weapon Attack: +19 to hit, range (150/300), one target. Hit: 38 (8d6 + 10) energy damage. This is dropped on death, but is unusable for Medium or smaller creatures.

Frightful Presence. Each creature of Horrigan’s choice within 120 feet of it and aware of him must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if he is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Horrigan’s Frightful Presence for the next 24 hours.


LEGENDARY ACTIONS

The Horrigan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Horrigan regains spent legendary actions at the start of its turn.

Move. Horrigan moves up to half its speed.
Your ride’s over mutie! Time to die! (Costs 2 Actions). Horrigan makes one attack.

Frank Horrigan was a monster of a soldier the moment he entered service. Psychotic, determined, and extremely loyal, he was the perfect soldier for many in the Enclave. In an incident regarding the excavation of the Mariposa Military Base, he was exposed to FEV. His superiors pounced on the opportunity and rushed him to the Enclave research lab where he was experimented upon. He was kept sedated. In every incident that he awoke, the entire science team handling him was killed. When he was finally awoken, he was larger and stronger than any super mutant. Power armor and various cybernetics had been grafted to his flesh. Most importantly, and perhaps most surprisingly, his loyalty to the president remained([Non-game 10] fallout wiki page Frank Horrigan).

Fo-promo-frank-horrigan-low-res_orig.jpg
Frank Horrigan’s model, towering over a deathclaw, in Wasteland Warfare.


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